Raised This Month: $ Target: $400
 0% 

swimming animation


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 05-25-2013 , 07:41   Re: swimming animation
Reply With Quote #1

waterlevel is correctly set ?
__________________
- tired and retired -

- my plugins -
ConnorMcLeod is offline
hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 05-25-2013 , 08:06   Re: swimming animation
Reply With Quote #2

Quote:
Originally Posted by ConnorMcLeod View Post
waterlevel is correctly set ?
Wow your right. Didn't realise that waterlevel would have an effect on forcing the animation.
I take back what I said ;)
__________________
Quote:
vBulletin Tip #42: Not much would be accomplished by merging this item with itself.
hornet is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 05-25-2013 , 09:38   Re: swimming animation
Reply With Quote #3

Quote:
Originally Posted by hornet View Post
Have you ever tried searching to solve your problems?

SetAnimation() needs to be hooked with Orpheu.
http://forums.alliedmods.net/showpos...6&postcount=27
Yes i did search but only on scripting forum, but omg this is very useful what i found out thanks for you.
Next time i know that miracles can also found in elsewhere.

Quote:
Originally Posted by a7811311622 View Post
Have you ever tried setting animations in postthink?
I first tried in server frame, then i saw that animations works fine and after that i tried postthink.

Quote:
Originally Posted by ConnorMcLeod View Post
waterlevel is correctly set ?
I did tried that but nothing changed. ( even tried to set flag FL_INWATER and FL_SWIM )
( I did this in prethink not postthink so mayby that was the problem )

Anyway, thank you so much guys!
There is 1 thing left: Why pev_gaitsequence wont work on entities?
Is there way to fix this?

For those who dont know: pev_gaitsequence is for blending 2 animations together, for example player is running and aiming&shooting or swimming and aiming&shooting
pev_sequence = running animation
pev_gaitsequence = shooting&aiming animation
( or invert, dont remember it exacly )

Last edited by .Dare Devil.; 05-25-2013 at 09:39.
.Dare Devil. is offline
ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 05-25-2013 , 10:12   Re: swimming animation
Reply With Quote #4

Joropito said if should work if your ent is created with hostage classname.
__________________
- tired and retired -

- my plugins -
ConnorMcLeod is offline
hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 05-25-2013 , 10:16   Re: swimming animation
Reply With Quote #5

Quote:
Originally Posted by ConnorMcLeod View Post
Joropito said if should work if your ent is created with hostage classname.
Well that's an interesting discovery. I'll have to try that sometime. You mean the water ent?
__________________
Quote:
vBulletin Tip #42: Not much would be accomplished by merging this item with itself.
hornet is offline
ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 05-25-2013 , 10:22   Re: swimming animation
Reply With Quote #6

No, the player model entity on which gaitsequence has no effect.

You can also try to force ES_GaitSequence when that entity is passed in AddToFullPack, because there is a filter with player variable.
__________________
- tired and retired -

- my plugins -
ConnorMcLeod is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 05-25-2013 , 10:32   Re: swimming animation
Reply With Quote #7

Quote:
Originally Posted by ConnorMcLeod View Post
Joropito said if should work if your ent is created with hostage classname.
Thanks try this!
.Dare Devil. is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 06-06-2013 , 10:29   Re: swimming animation
Reply With Quote #8

Quote:
Originally Posted by ConnorMcLeod View Post
Joropito said if should work if your ent is created with hostage classname.
PHP Code:
    ent create_entity("hostage_entity")
    
entity_set_string(entEV_SZ_classname"myent")
    
engfunc(EngFunc_SetModelent"models/player/0x001/0x001.mdl")
    
set_pev(entpev_solidSOLID_TRIGGER)
    
set_pev(entpev_movetype,     MOVETYPE_STEP)
    
set_pev(entpev_origino)
    
pevidpev_angles)
    
// engfunc( EngFunc_AnimationAutomove, ent, 1.0 ) // dont know what this is but did not change anything
    
t_ent ent
    o
[0] = 0.0
    set_pev
entpev_angles)
    
pevidpev_mins)
    
set_peventpev_minso)
    
pevidpev_maxs)
    
set_peventpev_maxso)
    
entity_set_float(entEV_FL_animtimeget_gametime())
    
entity_set_float(entEV_FL_nextthinkget_gametime() + 0.1
    
set_peventpev_sequence15 )
    
set_peventpev_gaitsequence)
    
set_peventpev_frame)
    
set_peventpev_framerate1.0 )
    
set_peventpev_animtimeget_gametime() )
    
// set_pev( ent, pev_iuser1, 0)
    
set_peventpev_velocityFloat:{ 0.00.00.0 } ) 
PHP Code:
public plugin_init() register_forward(FM_AddToFullPack"gaitsequence_fix"1)
public 
gaitsequence_fix(eseenthosthostflagsplayerpSet
{
    
// this will crash my cs 
    // if( ent == t_ent ) set_es( ent, ES_GaitSequence, 6 )
    

Im running out of ideas here, nothing seems to help...
.Dare Devil. is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 16:28.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode